Difference between revisions of "InstanceFormats"

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==Format for GID/IID Entries==
 
==Format for GID/IID Entries==
<File Type>
+
'''File Type'''
--
 
 
  <GID> - <Group Name>
 
  <GID> - <Group Name>
 
         <instance in format 0xAABBBfCD>
 
         <instance in format 0xAABBBfCD>
Line 14: Line 13:
 
* A Lowercase letter or a number shows something that doesn't change.
 
* A Lowercase letter or a number shows something that doesn't change.
 
* Some IIDs have a value of 12345678. These predate the use of IID specs by Maxis, and are just placeholders. An Exemplar may have an IID of 00000005. This is a test ID used for automata or Sims. It can also be used for other things however.
 
* Some IIDs have a value of 12345678. These predate the use of IID specs by Maxis, and are just placeholders. An Exemplar may have an IID of 00000005. This is a test ID used for automata or Sims. It can also be used for other things however.
 
  
 
==Specification==
 
==Specification==
Line 70: Line 68:
 
             0xAAAA0000
 
             0xAAAA0000
 
               A = <mGEN>
 
               A = <mGEN>
 +
 +
'''BSPEC'''
 +
aa5bcf57 - Bridge Specification Rules
 +
            0xA000B0CC
 +
              A = Is the Rule a Bridge Specification (1)
 +
              B = Is the Rule a complex rule. (0)
 +
              C = Incremental Hardcoded ID Starting at 1
  
 
'''Cohort'''
 
'''Cohort'''
Line 137: Line 142:
 
               B = Landmark Cohort Family
 
               B = Landmark Cohort Family
 
               C = Cohort ID
 
               C = Cohort ID
 +
 +
'''Config'''
 +
49dd6e08 - SimCity Configuration File (.cfg)
 +
            0x0000000A
 +
              A = Config File Number. Only config file 1 currently exists.
 +
 +
'''Corrupt'''
 +
a8fbd372 - Corrupt Building Lot Exemplar
 +
            Instance as per file.
  
 
'''Cursor'''
 
'''Cursor'''
Line 237: Line 251:
 
               B = Family
 
               B = Family
 
               C = Exemplar ID
 
               C = Exemplar ID
0x29B6C670 - Exemplar - Disasters
+
29B6C670 - Exemplar - Disasters
0x0000000A
+
            0x0000000A
A = Incremental disaster ID
+
              A = Incremental disaster ID
0xABBBBCCC (RH Disasters)
+
            0xABBBBCCC (Rush Hour Disasters)
A = Even ID 0-E  
+
              A = Even number, 0-E  
B = Family
+
              B = Family
C = Exemplar ID
+
              C = Exemplar ID
0x2A3858E4 - Exemplar - Menu Items
+
2A3858E4 - Exemplar - Menu Items
0x00000AAA
+
            0x00000AAA
A = Menu Item ID
+
              A = Menu Item ID
0xAAAABBBB (Intersections)
+
            0xAAAABBBB (Intersections)
A = Intersection Family
+
              A = Intersection Family
B = Intersection ID
+
              B = Intersection ID
0x2B79DFFB - Exemplar - Light Rail Pieces
+
2B79DFFB - Exemplar - Light Rail Pieces
0xAAAAAAAA (test exemplar format)
+
            0xAAAAAAAA (test exemplar format)
A = As S3D model.
+
              A = An S3D model.
0xAABBCCDE - 3d Networks
+
            0xAABBCCDE - 3d Networks
A = Network ID
+
              A = Network ID
B = Piece ID
+
              B = Piece ID
C = Underlying Piece ID
+
              C = Underlying Piece ID
D = Sub ID for complex pieces
+
              D = Sub ID for complex pieces
E = Zoom of underlying piece
+
              E = Zoom of underlying piece
0x47BDDF12 - Developer: Commercial
+
47BDDF12 - Developer: Commercial
0xAAAABBBB
+
            0xAAAABBBB
A = Building Family ID
+
              A = Building Family ID
B = Unused, For S3D's
+
              B = Unused, for S3D's
0x67BDDF0C - Developer: Residential
+
67BDDF0C - Developer: Residential
0xAAAABBBB
+
            0xAAAABBBB
A = Building Family ID
+
              A = Building Family ID
B = Unused, For S3D's
+
              B = Unused, for S3D's
0x67CD5FA1 - Exemplar - Building Behavior Simulators
+
67CD5FA1 - Exemplar - Building Behavior Simulators
0xABBBBCCC (rarely used. backup format)
+
            0xABBBBCCC (rarely used backup format)
A = Even ID 0-E  
+
              A = Even number, 0-E  
B = Zone Family
+
              B = Zone Family
C = Developer ID
+
              C = Developer ID
0x0000AABB
+
            0x0000AABB
A = Zone Type
+
              A = Zone Type
B = Wealth Type
+
              B = Wealth Type
0x690F693F - Exemplar - Dataview and UDrive-It Interfaces
+
690F693F - Exemplar - Dataview and UDrive-It Interfaces
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E  
+
              A = Even number, 0-E  
B = Data View Family
+
              B = Data View Family
C = View ID
+
              C = View ID
0x6A01FC2A - Exemplar - God Mode Terrain Tools
+
6A01FC2A - Exemplar - God Mode Terrain Tools
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Terrain Modification Family
+
              B = Terrain Modification Family
C = Visual Effect ID
+
              C = Visual Effect ID
0x6A297266 - Exemplar - MySims
+
6A297266 - Exemplar - MySims
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Sim Family
+
              B = Sim Family
C = Sim ID
+
              C = Sim ID
0x7A4A8458 - Exemplar - Tuning Parameters/Background Loaders
+
7A4A8458 - Exemplar - Tuning Parameters/Background Loaders
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Tuning Family
+
              B = Tuning Family
C = Tuning Table ID
+
              C = Tuning Table ID
0x88CD66E9 - Exemplar - Fluid Dynamics Properties
+
88CD66E9 - Exemplar - Fluid Dynamics Properties
0x0000000A
+
            0x0000000A
A = Dynamics Type ID
+
              A = Dynamics Type ID
0x8974F80F - Exemplar - Supports
+
8974F80F - Exemplar - Supports
0xAABBCCDD
+
            0xAABBCCDD
A = Main Network Type
+
              A = Main Network Type
B = Piece Family
+
              B = Piece Family
C = Support Piece ID
+
              C = Support Piece ID
D = Unused, for Textures
+
              D = Unused, for Textures
0x89AC5643 - Exemplar - Transit Pieces (minus light rail)
+
89AC5643 - Exemplar - Transit Pieces (except light rail)
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Piece Family
+
              B = Piece Family
C = Piece ID
+
              C = Piece ID
0x89C2A517 - Exemplar - Textures
+
89C2A517 - Exemplar - Textures
0x000000AA
+
            0x000000AA
A = Texture ID
+
              A = Texture ID
0x8A3858D8 - Exemplar - Rewards
+
8A3858D8 - Exemplar - Rewards
0xAAAABBBB
+
            0xAAAABBBB
A = Building ID
+
              A = Building ID
B = Unused. For S3D's
+
              B = Unused, for S3D's
0xA7BDDF17 - Developer: Industrial
+
A7BDDF17 - Developer: Industrial
0xAAAABBBB
+
            0xAAAABBBB
A = Building ID
+
              A = Building ID
B = Unused. For S3D's
+
              B = Unused, for S3D's
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Field Family
+
              B = Field Family
C = Field ID
+
              C = Field ID
0xA82CA30F - Exemplar - Bridge Pieces Main Definition
+
A82CA30F - Exemplar - Bridge Pieces Main Definition
0xAA0000BB
+
            0xAA0000BB
A = Network ID
+
              A = Network ID
B = Bridge ID
+
              B = Bridge ID
0xA8434037 - Exemplar - Highway Pieces Definitions
+
A8434037 - Exemplar - Highway Pieces Definitions
0xAABBCCCC
+
            0xAABBCCCC
A = Network ID
+
              A = Network ID
B = Bridge Piece Family
+
              B = Bridge Piece Family
C = Bridge Piece ID
+
              C = Bridge Piece ID
0xA8FBD372 - Exemplar - Building Lots
+
A8FBD372 - Exemplar - Building Lots
0xAAAABBBB
+
            0xAAAABBBB
A = Lot Family
+
              A = Lot Family
B = Lot ID
+
              B = Lot ID
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Lot Family
+
              B = Lot Family
C = Lot ID
+
              C = Lot ID
0xA9189CF0 - Lighting Exemplar
+
A9189CF0 - Lighting Exemplar
0x0000000A
+
            0x0000000A
A = Exemplar ID
+
              A = Exemplar ID
0xA998D30B - Automata Tuning Exemplar
+
A998D30B - Automata Tuning Exemplar
0x0000000A
+
            0x0000000A
A = Tuning Exemplar ID
+
              A = Tuning Exemplar ID
0xA9C2C209 - Exemplar - Ordinances
+
A9C2C209 - Exemplar - Ordinances
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Ordinance Family
+
              B = Ordinance Family
C = Ordinance ID
+
              C = Ordinance ID
0xC7BB4816 - Exemplar - Demand Simulator
+
C7BB4816 - Exemplar - Demand Simulator
0x0AAAABCD
+
            0x0AAAABCD
A = Relation Family (R, CO, ID etc. Format: 00##)
+
              A = Relation Family (R, CO, ID etc. Format: 00##)
B = Data Class (Census, Workforce, etc)
+
              B = Data Class (Census, Workforce, etc)
C = Wealth
+
              C = Wealth
D = Data Type (EQ1,2,3 etc)
+
              D = Data Type (EQ1,2,3 etc.)
0xC8DBCCBA - Exemplar - Utility Buildings
+
C8DBCCBA - Exemplar - Utility Buildings
0xAAAABBBB
+
            0xAAAABBBB
A = Building ID
+
              A = Building ID
B = Unused. For S3D's
+
              B = Unused, for S3D's
0xC96E6806 - Exemplar - Crime Props
+
C96E6806 - Exemplar - Crime Props
0xAABB0000
+
            0xAABB0000
A = The animation type (light, sport, etc)
+
              A = The animation type (light, sport, etc.)
B = Animation for that Type
+
              B = Animation for that type
0xAAABBB00
+
            0xAAABBB00
A = What Sim/Animation this is for
+
              A = What Sim/Animation this is for
B = Action State of this Sim (Same for each Sim/Animation)
+
              B = Action State of this Sim (Same for each Sim/Animation)
ex.
+
                    for example:
  013 - Protestor holding up sign
+
                      013 - Protestor holding up sign
  018 - Protestor with loud speaker
+
                      018 - Protestor with loud speaker
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Sim Family
+
              B = Sim Family
C = Sim ID
+
              C = Sim ID
0xC977C536 - Exemplar - Props
+
C977C536 - Exemplar - Props
0xAAAABCCC
+
            0xAAAABCCC
A = LODs, Prop ID
+
              A = LODs, Prop ID
      Effect, Prop ID
+
                  Effect, Prop ID
B = LODs, Foundation Flag
+
              B = LODs, Foundation Flag
      Effect, Effect #
+
                  Effect, Effect number
C = Unused, For S3D's
+
              C = Unused, for S3D's
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Prop Family
+
              B = Prop Family
C = Prop ID
+
              C = Prop ID
0xCA25875D - Exemplar - Ambience Layer Functionality
+
CA25875D - Exemplar - Ambiance Layer Functionality
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Layer Family
+
              B = Layer Family
C = Ambient ID
+
              C = Ambient ID
0xCA386E22 - Exemplar - Landmarks
+
CA386E22 - Exemplar - Landmarks
0xAAAABBBB
+
            0xAAAABBBB
A = Building ID
+
              A = Building ID
B = Unused. For S3D's
+
              B = Unused, for S3D's
0xCA4AD545 - Exemplar - Graphs
+
CA4AD545 - Exemplar - Graphs
0x000000AA
+
            0x000000AA
A = Graph ID
+
              A = Graph ID
0xCB730FAC - Exemplar - Avenue Bridge Pieces Resources
+
CB730FAC - Exemplar - Avenue Bridge Pieces Resources
0xAAAABCCC
+
            0xAAAABCCC
A = Piece ID
+
              A = Piece ID
B = Section Flag (Support, or Connector)
+
              B = Section Flag (Support, or Connector)
C = Unused. For S3D's
+
              C = Unused, for S3D's
0xCBE084CB - Exemplar - One way Network Intersections & Road Tunnel
+
CBE084CB - Exemplar - One way Network Intersections & Road Tunnel
0xAABBCC00
+
            0xAABBCC00
A = Network ID
+
              A = Network ID
B = Intersection Type
+
              B = Intersection Type
C = Piece ID
+
              C = Piece ID
0xE7E2C2DB - Exemplar - Simulators
+
E7E2C2DB - Exemplar - Simulators
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Simulator Family
+
              B = Simulator Family
C = Simulator ID
+
              C = Simulator ID
0xE8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
+
E8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
0xAAAABCCC
+
            0xAAAABCCC
A = Piece ID
+
              A = Piece ID
B = Section Flag (Support, or Connector)
+
              B = Section Flag (Support, or Connector)
C = Unused. For S3D's
+
              C = Unused, for S3D's
0xE83E0437 - Exemplar - Trees
+
E83E0437 - Exemplar - Trees
0xAAAABBCC
+
            0xAAAABBCC
A = Flora Family
+
              A = Flora Family
B = Flora Type
+
              B = Flora Type
C = Flora ID
+
              C = Flora ID
0xEA12F32C - Exemplar - Crimes
+
EA12F32C - Exemplar - Crimes
0x000000AA
+
            0x000000AA
A = Crime ID
+
              A = Crime ID
0xEBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/LightRail
+
EBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/Light Rail
0xAAAABB00
+
            0xAAAABB00
A = Piece Family
+
              A = Piece Family
B = Piece ID
+
              B = Piece ID
0xEBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway
+
EBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway
0xAAAA0000
+
            0xAAAA0000
A = Piece ID
+
              A = Piece ID
<gen>  - Computer specific Plugin Manager generated groupid (same as lots)
+
<gen>  - Computer specific Plugin Manager or PIM-X generated Group ID for custom content.
0xABBBBCCC
+
            0xABBBBCCC
A = Even ID 0-E
+
              A = Even number, 0-E
B = Lot Family
+
              B = Lot Family
C = Lot ID
+
              C = Lot ID
  
FSH
+
'''FSH'''
--
+
0986135E - FSH - Base and Overlay Textures
0x0986135E - FSH - Base and Overlay Textures
+
            0xAAAABCDE
0xAAAABCDE
+
              A = OverLay/Base ID
A = OverLay/Base ID
+
              B = Wealth
B = Wealth
+
              C = Descriptor (Controls State, and things like Zone Tile Part Number's)
C = Descriptor (Controls State, and things like Zone Tile Part#'s)
+
              D = Unused, or a 0 on the end of the Descriptor. Your Choice.
D = Unused, or a 0 on the end of the Descriptor. Your Choice.
+
              E = Zoom
E = Zoom
+
1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
0x1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
+
            0xAABBCCDE - Network Textures
0xAABBCCDE - Network Textures
+
              A = Network ID
A = Network ID
+
              B = Piece Family
B = Piece Family
+
              C = Piece ID
C = Piece ID
+
              D = Border Texture Type
D = Border Texture Type
+
              E = Zoom
E = Zoom
+
            0xAAAABCDE - LODs (Buildings, Props etc.)
0xAAAABCDE - LODs (Buildings, Props etc.)
+
              A = LOD ID
A = LOD ID
+
              B = Light (8 or sometimes 9) Flag
B = Light (8 or sometimes 9) Flag
+
              C = Zoom
C = Zoom
+
              D = Rotation
D = Rotation
+
              E = Texture Frame
E = Texture Frame
+
            0xAAAABCD0 - Flora
0xAAAABCD0 - Flora
+
              A = Flora ID
A = Flora ID
+
              B = Light (8) Flag
B = Light (8) Flag
+
              C = Zoom
C = Zoom
+
              D = Model Variant
D = Model Variant
+
            0xAAAA000B - Graffiti (1dc##### in SimCity_2.dat)
0xAAAA000B - Grafitti (1dc##### in sc2.dat)
+
              A = Graffiti ID
A = Grafitti ID
+
              B = Graffiti Flag (Should be set to 1)
B = Grafitti Flag (Should be set to 1)
+
            0xABBBBCCC - Sims, Automata, Fauna, Masks, and Clouds
0xABBBBCCC - Sim & Automata & Fauna & Masks & Clouds
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = Texture Family (a624/a478 - clouds, c35f explosions)
B = Texture Family (a624/a478 - clouds, c35f explosions)
+
              C = Texture ID
C = Texture ID
+
            0xAAAAB00C - Construction & Materials Textures
0xAAAAB00C - Construction & Materials Textures
+
              A = Texture Group (Construction and Material)
A = Texture Group (construction and material)
+
              B = ID of Texture
B = ID of Texture
+
              C = Zoom
C = Zoom
+
2A2458F9 - FSH - Animation Sprites for Props
0x2A2458F9 - FSH - Animation Sprites for Props
+
            0xAABB0000
0xAABB0000
+
              A = The animation type (light, sport, etc)
A = The animation type (light, sport, etc)
+
              B = Animation for that type
B = Animation for that Type
+
2BC2759A - FSH - Transit Piece Masks
0x2BC2759A - FSH - Transit Piece Masks
+
            0xAABBCCCE
0xAABBCCCE
+
              A = Network ID
A = Network ID
+
              B = Piece Family
B = Piece Family
+
              C = Piece ID  
C = Piece ID  
+
              D = Zoom
D = Zoom
+
49A593E7 - FSH - Animation Sprites non Props
0x49A593E7 - FSH - Animation Sprites non Props
+
            0xAAABBB00
0xAAABBB00
+
              A = What Sim/Animation this is for
A = What Sim/Animation this is for
+
              B = Action State of this Sim (Same for each Sim/Animation)
B = Action State of this Sim (Same for each Sim/Animation)
+
                    for example:
ex.
+
                      013 - Protestor holding up sign
  013 - Protestor holding up sign
+
                      018 - Protestor with loud speaker
  018 - Protestor with loud speaker
+
891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
0x891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
+
            0x0000AAAA - Terrain
0x0000AAAA - Terrain
+
              A = Texture ID
A = Texture ID
+
            0xABBBBCCC - Masks & Effects
0xABBBBCCC - Masks & Effects
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = Texture Family
B = Texture Family
+
              C = Texture ID
C = Texture ID
+
            0xAAAA000B
0xAAAA000B
+
              A = Foundation ID
A = Foundation ID
+
              B = Zoom
B = Zoom
+
cb6b7bd9 - Lot Editor Arrow Images
cb6b7bd9 - LE Arrow Images
+
            0xAABBBBCC
0xAABBBBCC
+
              A = Image Group ID
A = Image Group ID
+
              B = Image Family ID
B = Image Family ID
+
              C = Image ID
C = Image ID
+
46A006B0 - FSH - User Interface Images
0x46A006B0 - FSH - User Interface Images
+
            0xAABBBCCC
0xAABBBCCC
+
              A = Main Group
A = Main Group
+
              B = UI/Menu Family
B = UI/Menu Family
+
              C = Image ID
C = Image ID
+
<gen> - Computer specific BAT generated Texture groupid
<gen> - Computer specific BAT generated Texture groupid
+
            0xAAAABCDE
0xAAAABCDE
+
              A = <mGEN>
A = <mGEN>
+
              B = Normal Map (0) or Lighting Map (8)
B = Normal Map (0) or Lighting Map (8)
+
              C = Zoom
C = Zoom
+
              D = Rotation
D = Rotation
+
              E = FSH frame number
E = FSH Frame#
 
  
HIT
+
'''HIT'''
--
+
ca4d19e3 - HIT Audio Track Data
ca4d19e3 - HIT Audio Track Data
+
            0xABBBBCCC
0xABBBBCCC
+
              A = HIT Group
A = HIT Group
+
              B = HIT Family
B = HIT Family
+
              C = Unique ID
C = Unique ID
+
                ''Linked to TLO by Group ID. No Grouping. Single File.
    ''Linked to TLO by Groupid. No Grouping. Single File.
 
  
HLS
+
'''HLS'''
--
+
9dbdbf74 - Sound Hitlists
9dbdbf74 - Sound Hitlists
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = Hitlist Family
B = Hitlist Family
+
              C = Unique ID
C = Unique ID
 
  
INI
+
'''INI'''
--
+
4a87bfe8 - Font INI
4a87bfe8 - Font INI
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = Family ID (usually existing), has no purpose towards function
B = Family ID (usually existing) Has no purpose towards function
+
              C = Unique ID
C = Unique ID
+
                ''These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.
    ''These IIDs are hardcoded. The reason for picking an existing
+
8a5971c5 - Terrain Mapping & Path Remapping, Sound, and Features INI
      Family ID in most cases is probably just for convenience.
+
            0xABBBBCCC
8a5971c5 - Terrain Mapping & Path Remapping, Sound, and Features INI
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Family ID (usually existing) Has no purpose towards function
A = Even ID 0-E
+
              C = Unique ID
B = Family ID (usually existing) Has no purpose towards function
+
                ''These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.
C = Unique ID
 
    ''These IIDs are hardcoded. The reason for picking an existing
 
      Family ID in most cases is probably just for convenience.
 
  
JFIF/JPEG
+
'''JFIF/JPEG'''
--
+
ca133ecb - JPEG Art
ca133ecb - Jpeg Art
+
            0xAaBBCCDE
0xAaBBCCDE
+
              A = Main Picture Group
A = Main Picture Group
+
              B = Subgroup, for example: 5e = normal, 39 = horizontally squished
B = Subgroup. ex. 5e = normal, 39 = horizontally squished
+
              C = Class, for example: 3e = In-game art
C = Class. ex. 3e = Ingame art
+
              D = Subclass, for example: D = RCI
D = Subclass. ex. D = RCI
+
              E = Picture ID
E = Picture ID
+
<gen> - Computer specific BAT generated overlay picture (large)
<gen> - Computer specific BAT generated overlay picture (large)
+
            0xAAAA0000
0xAAAA0000
+
              A = <mGEN>
A = <mGEN>
 
  
KEYCFG
+
'''KEYCFG'''
--
+
6a231eaa - Accelerator Tables
6a231eaa - Accellerator Tables
+
            0xAAAAAABB
0xAAAAAABB
+
              A = Key Family ID
A = Key Family ID
+
              B = Key Map Member ID
B = Key Map Member ID
 
  
 
===L - R===
 
===L - R===
LEV and XA (XAs currently in the LEV area)
+
'''LEV and XA''' (XAs currently in the LEV area)
--
+
0a5bcda5 - Construction
0a5bcda5 - Construction
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Family ID of Sound. Sound groupings. Char 0-F
A = Family ID of Sound. Sound groupings. Char 0-F
+
                ''May change in an LEV/XA group''
      ''May change in an LEV/XA group
+
              B = Sound Group for this Family (i.e. subway, farm)
B = Sound Group for this Family (ie subway, farm)
+
                ''May change for files in an LEV''
      ''May change for files in an LEV
+
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
C = Sound ID for this Group (ie loud subway, soft, etc)
+
                ''For LEVs, this is usually higher than the last sound for that Group''
    ''For LEVs, this is Usually Higher than the last sound for that Group
+
0a627909 - Residential Bad Night Small/Medium
+
The following Group ID's all use the same Instance Format described above:
0xABBBBCCC
+
0a627909 - Residential Bad Night Small/Medium
A = Family ID of Sound. Sound groupings. Char 0-F
+
2a398e45 - Nature Night
      ''May change in an LEV/XA group
+
2a6278ee - Residential Bad Day Large
B = Sound Group for this Family (ie subway, farm)
+
4a392cff - Industrial Clean Bad
      ''May change for files in an LEV
+
4a398e40 - Nature Day
C = Sound ID for this Group (ie loud subway, soft, etc)
+
4a42c073 - Traffic Midtown/Medium
    ''For LEVs, this is Usually Higher than the last sound for that Group
+
4a54e37f - Pipe View
2a398e45 - Nature Night
+
4a54e387 - Subway View
0xABBBBCCC
+
4a5e6ac5 - High Crime
A = Family ID of Sound. Sound groupings. Char 0-F
+
4a5e7be3 - Farm Buildings
      ''May change in an LEV/XA group
+
4a60ce67 - Farm Fields
B = Sound Group for this Family (ie subway, farm)
+
4a627900 - Residential Bad Night Large
      ''May change for files in an LEV
+
8a398e3c - Industrial Dirty Good
C = Sound ID for this Group (ie loud subway, soft, etc)
+
8a42b774 - Traffic Downtown
    ''For LEVs, this is Usually Higher than the last sound for that Group
+
8a60ce80 - Traffic Street
2a6278ee - Residential Bad Day Large
+
8a60cf62 - Zoo
SEE BEGINNING OF LEVS. SAME FORMAT
+
8a627912 - Residential Good Day Small/Medium $$$
4a392cff - Industrial Clean Bad
+
aa39ba06 - Garbage
SEE BEGINNING OF LEVS. SAME FORMAT
+
aa60ce7d - Traffic Road Light
4a398e40 - Nature Day
+
ca398e36 - Industrial Dirty Bad
SEE BEGINNING OF LEVS. SAME FORMAT
+
ca398e4a - Wind Zoom 1&2
4a42c073 - Traffic Midtown/Medium
+
ca62790f - Residential Good Day Small/Medium
SEE BEGINNING OF LEVS. SAME FORMAT
+
ca88cc85 - Abandoned
4a4d1946 (CONTAINS NO LEV, MOVE TO XA)
+
ea39ba3e - Water
SEE XA SECTION
+
ea5e6ac2 - Traffic Jam
4a54e37f - Pipe View
+
ea60ce77 - Traffic Highway
SEE BEGINNING OF LEVS. SAME FORMAT
+
ea6278fd - Residential Bad Day Small/Medium
4a54e387 - Subway View
+
ea62790c - Residential Good Day
SEE BEGINNING OF LEVS. SAME FORMAT
+
ea627915 - Residential Good Night Small/Medium
4a5e6ac5 - High Crime
+
ea627918 - Zoom 3 City
SEE BEGINNING OF LEVS. SAME FORMAT
+
ea62791b - Wind Zoom 3
4a5e7be3 - Farm Buildings
+
ea398e29 - Industrial Clean Good
See Above
 
4a60ce67 - Farm Fields
 
See Above
 
4a627900 - Residential Bad Night Large
 
See Above
 
8a398e3c - Industrial Dirty Good
 
See Above
 
8a42b774 - Traffic Downtown
 
See Above
 
8a60ce80 - Traffic Street
 
See Above
 
8a60cf62 - Zoo
 
See Above
 
8a627912 - Residential Good Day Small/Medium $$$
 
See Above
 
aa39ba06 - Garbage
 
See Above
 
aa60ce7d - Traffic Road Light
 
See Above
 
ca398e36 - Industrial Dirty Bad
 
See Above
 
ca398e4a - Wind Zoom 1&2
 
See Above
 
ca62790f - Residential Good Day Small/Medium
 
See Above
 
ca88cc85 - Abandoned
 
See Above
 
ea39ba3e - Water
 
See Above
 
ea5e6ac2 - Traffic Jam
 
See Above
 
ea60ce77 - Traffic Highway
 
See Above
 
ea6278fd - Residential Bad Day Small/Medium
 
See Above
 
ea62790c - Residential Good Day
 
See Above
 
ea627915 - Residential Good Night Small/Medium
 
See Above
 
ea627918 - Zoom 3 City
 
See Above
 
ea62791b - Wind Zoom 3
 
See Above
 
ea398e29 - Industrial Clean Good
 
See Above
 
  
LogicObject
+
'''LogicObject'''
--
+
ca4d19e3 - Track Logic Object (TLO)
ca4d19e3 - Track Logic Object
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Logic Object Associated Group
A = Logic Object Associated Group
+
              B = Logic Object Associated Family ID
B = Logic Object Associated Family ID
+
              C = TLO Unique ID
C = TLO Unique ID
 
  
Lot Data
+
'''Lot Data''' (LD or LDAT)
--
+
6be74c60 - Exchange Data for Lot
6be74c60 - Exchange Data for Lot
+
            0x0000000A
0x0000000A
+
              A = 1. A hardcoded value for each lot file declaring the exchange file
A = 1. A hardcoded value for each lot file declaring the exchange file
 
  
LTEXT
+
'''LTEXT''' LTEXT files in plugins have incremental GID's to signify different languages to the .exe.
'' LTEXT files in Plugins have Incremental GIDs to signify the different languages to the exe
+
EA5524EB - LTEXT - Misc. Item Names/Descriptions
--
+
            0xABBBBCCC
0xEA5524EB - LTEXT - Misc. Item Names/Descriptions
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
EA231E96 - LTEXT - Misc. Texts
C = Text ID
+
            0xABBBBCCC
0xEA231E96 - LTEXT - Misc. Texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
CA554B03 - LTEXT - Popup window HTML texts
C = Text ID
+
            0xABBBBCCC
0xCA554B03 - LTEXT - Popup window HTML texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
8A635D24 - LTEXT - Audio file name to description texts
C = Text ID
+
            0xABBBBCCC
0x8A635D24 - LTEXT - Audio filename to description texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
8A5E03EC - LTEXT - Disaster texts
C = Text ID
+
            0xABBBBCCC
0x8A5E03EC - LTEXT - Disaster texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
8A4924F3 - LTEXT - About SC4 window HTML text
C = Text ID
+
            0xABBBBCCC
0x8A4924F3 - LTEXT - About SC4 window HTML text
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
6A554AFD - LTEXT - Misc. Item Names/Descriptions
C = Text ID
+
            0xABBBBCCC
0x6A554AFD - LTEXT - Misc. Item Names/Descriptions
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
6A3FF01C - LTEXT - Game UI Texts
C = Text ID
+
            0xABBBBCCC
0x6A3FF01C - LTEXT - Game UI Texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
C = Text ID
+
            0xABBBBCCC
0x6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
6A231EA4 - LTEXT - News ticker message texts
C = Text ID
+
            0xABBBBCCC
0x6A231EA4 - LTEXT - News ticker message texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
4A5E093C - LTEXT - Terrain tool texts
C = Text ID
+
            0xABBBBCCC
0x4A5E093C - LTEXT - Terrain tool texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
4A5CB171 - LTEXT - Funny random city loading message texts
C = Text ID
+
            0xABBBBCCC
0x4A5CB171 - LTEXT - Funny random city loading message texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
2A592FD1 - LTEXT - Item plop/draw notification texts
C = Text ID
+
            0xA00000BB
0x2A592FD1 - LTEXT - Item plop/draw notification texts
+
              A = Text Type (A = intersection draws, F = Failed draws, and Tips)
0xA00000BB
+
              B = Text ID
A = Text Type (A = intersection draws, F = Failed draws, and Tips)
+
0A554AF5 - LTEXT - Audio UI Panel texts
B = Text ID
+
            0xABBBBCCC
0x0A554AF5 - LTEXT - Audio UI Panel texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
0A554AE8 - LTEXT - General UI texts
C = Text ID
+
            0xABBBBCCC
0x0A554AE8 - LTEXT - General UI texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
0A554AE0 - LTEXT - Item visible name and description texts
C = Text ID
+
            0xABBBBCCC
0x0A554AE0 - LTEXT - Item visible name and description texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
0A419226 - LTEXT - In game error texts
C = Text ID
+
            0xABBBBCCC
0x0A419226 - LTEXT - In game error texts
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
6a4eb3f7 - LTEXT - Population Text
C = Text ID
+
            0xABBBBCCC
6a4eb3f7 - LTEXT - Population Text
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
EAFCB180 - LTEXT - Plugin Install Text
C = Text ID
+
            0xABBBBCCC
EAFCB180 - LTEXT - Plugin Install Text
+
              A = Even number, 0-E
0xABBBBCCC
+
              B = Text Family
A = Even ID 0-E
+
              C = Text ID
B = Text Family
+
C = Text ID
+
6a231eaa - '''De-Localizer''' - used to avoid language localization.
 +
            Located in the same Group as LTEXTs, but not actually text.
 +
            0a6df4df - IID for De-Localizer
  
De-Localizer (currently in LTEXT)
+
'''LUA'''
--
+
4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files)
2026960b-6a231eaa-0a6df4df - Text to avoid language localization on
+
            0xAABBBBBB
0a6df4df - Instance code for Delocalizer
+
              A = ff. The code for LUA script.
 +
              B = 24 bit Hash for use in Dofiles
 +
4A5E8F3F - LUA - Generators, Attractors, Repulsors, and System LUAs
 +
            0xAABBBBBB
 +
              A = ff. The code for LUA script.
 +
              B = 24 bit Hash for use in Dofiles
  
LUA
+
'''MAD'''
--
+
00000001 - Movie Files
0x4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files)
+
            0xAAAAAAAA
0xAABBBBBB
+
              Incremental ID. Hardcoded for main dats.
A = ff. The code for LUA script.
 
B = 24 bit Hash for use in Dofiles
 
0x4A5E8F3F - LUA - Generators,Attractors,Repulsors, and System LUAs
 
0xAABBBBBB
 
A = ff. The code for LUA script.
 
B = 24 bit Hash for use in Dofiles
 
  
MAD
+
'''PNG'''
--
+
00000001 - PNG - Main Button Images
00000001 - Movie Files
+
            0xAABBBCCC
0xAAAAAAAA
+
              A = Main Group (13 = Bottom UI, 14 = Everything Else)
Incremental ID. Hardcoded for main dats.
+
              B = UI/Menu Family
 +
              C = Image ID
 +
1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
 +
            0xAABBBCCC
 +
              A = Main Group
 +
              B = UI/Menu Family
 +
              C = Image ID
 +
22DEC92D - PNG - Built-In Tools User Interface
 +
            0x0000AAAA
 +
              A = Image ID (000#, 100#, 200#, and 300# series are used)
 +
46A006B0 - PNG - UI Images (UDriveIt, Main Interface, MySim)
 +
            0xAABBBCCC
 +
              A = Main Group
 +
              B = UI/Menu Family
 +
              C = Image ID
 +
4C06F888 - PNG - UDriveIt Icons
 +
            0xAAAABB00
 +
              A = Main ID (Either the vehicle or Sim the icon is concerned with)
 +
              B = Transport ID (What vehicle or device is transporting the Sim)
 +
6A1EED2C - Region View City Tiles
 +
            0xAABBBCCC
 +
              A = Tile Size
 +
              B = Image Class (231 is Tile Maps)
 +
              C = Image ID (For Tilemaps: Water, Land, Overlay)
 +
6A386D26 - PNG - Menu Building Icons, Bridges, Overlays
 +
            0xABBBBCCC - Menu images
 +
              A = Image Grouping.
 +
              B = Image Menu Family (Parks, Civic, etc.)
 +
              C = Image Button ID (The specific ID of this Buildings Image)
 +
            0xAA0000BB - Bridge Icons
 +
              A = Network ID
 +
              B = Bridge ID
 +
            0x0000AAAA - Pinkscreen box overlay
 +
              A = Arbitrary Image ID. Only used for a 'pinkscreen' image.
 +
8b6b7857 - Lot Editor PNG Images
 +
            0xAABBBBCC
 +
              A = Image Group (Kind of image)
 +
              B = Image Family (Where image will be used)
 +
              C = Image ID
 +
A9179251 - PNG - Art pictures and their Overlays
 +
            0xAABBBCCC
 +
              A = Main Group (09 for these pics)
 +
              B = Art Image Family
 +
              C = Image ID
 +
AB7E5421 - PNG - MySim Thought Bubbles and Transit Icons
 +
            0xAABBBCCC
 +
              A = Bubble or Icon Group (B&W, Mood, Bubble Overlay)
 +
              B = Bubble or Icon Family (For combo groups, subgroup)
 +
              C = Bubble or Icon ID
 +
ebdd10a4 - PNG - Lot Pictures
 +
            0xABBBBCCC
 +
              A = Image Grouping.
 +
              B = Image Family
 +
              C = Image ID (The specific ID of this building's image)
  
PNG
+
'''RUL'''
--
+
aa5bcf57 - Network Rules
0x00000001 - PNG - Main Button Images
+
            0xA000B0CC
0xAABBBCCC
+
              A = Is the Rule a Bridge Specification (0)
A = Main Group (13 = Bottom UI, 14 = Everything Else)
+
              B = Is the Rule a complex rule (0)
B = UI/Menu Family
+
              C = Incremental, hardcoded ID starting at 1
C = Image ID
+
aa5bcf57 - Complex Network Rules
0x1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
+
            0xA000B0CC
0xAABBBCCC
+
              A = Is the Rule a Bridge Specification (0)
A = Main Group
+
              B = Is the Rule a complex rule (1)
B = UI/Menu Family
+
              C = Incremental, hardcoded ID Starting at 1
C = Image ID
 
0x22DEC92D - PNG - Built-In Tools User Interface
 
0x0000AAAA
 
A = Image ID (000#, 100#, 200#, and 300# series are used)
 
0x46A006B0 - PNG - UI Images (UDI, Main Interface, Mysim)
 
0xAABBBCCC
 
A = Main Group
 
B = UI/Menu Family
 
C = Image ID
 
0x4C06F888 - PNG - UDrive Icons
 
0xAAAABB00
 
A = Main ID (Either the Vehicle or Sim the Icon is Concerned with)
 
B = Transport ID (What vehicle or device is transporting the sim)
 
0x6A1EED2C - Region View City Tiles
 
0xAABBBCCC
 
A = Tile Size
 
B = Image Class (231 is Tile Maps)
 
C = Image ID (For Tilemaps: Water, Land, Overlay)
 
0x6A386D26 - PNG - Menu Building Icons, Bridges, Overlays
 
0xABBBBCCC - Menu images
 
A = Image Grouping.
 
B = Image Menu Family (Parks, Civic, etc.)
 
C = Image Button ID (The specific ID of this Buildings Image)
 
0xAA0000BB - Bridge Icons
 
A = Network ID
 
B = Bridge ID
 
0x0000AAAA - Pinkscreen box overlay
 
A = Arbitrary Image ID. Only used for a 'pinkscreen' image.
 
8b6b7857 - Lot Editor PNG Images
 
0xAABBBBCC
 
A = Image Group (Kind of image)
 
B = Image Family (Where Image will be used)
 
C = Image ID
 
0xA9179251 - PNG - Art picture and their Overlay
 
0xAABBBCCC
 
A = Main Group (09 for these pics)
 
B = Art Image Family
 
C = Image ID
 
0xAB7E5421 - PNG - MySim Thought Bubbles and Transit Icons
 
0xAABBBCCC
 
A = Bubble or Icon Group (B&W, Mood, Bubble Overlay)
 
B = Bubble or Icon Family (For combo groups, Subgroup)
 
C = Bubble or Icon ID
 
0xebdd10a4
 
0xABBBBCCC - LOT Pictures
 
A = Image Grouping.
 
B = Image Family
 
C = Image ID (The specific ID of this Buildings Image)
 
 
 
RUL
 
--
 
aa5bcf57 - Network Rules
 
0xA000B0CC
 
A = Is the Rule a Bridge Specification (0)
 
B = Is the Rule a complex rule. (0)
 
C = Incremental Hardcoded ID Starting at 1
 
 
 
Complex RUL
 
--
 
aa5bcf57 - Complex Network Rules
 
0xA000B0CC
 
A = Is the Rule a Bridge Specification (0)
 
B = Is the Rule a complex rule. (1)
 
C = Incremental Hardcoded ID Starting at 1
 
  
 
===S - Z===
 
===S - Z===
S3D
+
'''S3D'''
--
+
badb57f1 - Simglide 3D Model
badb57f1 - Simglide 3D Model
+
            0xAAAABCDE - Standard Instance Format
0xAAAABCDE - Standard Instance Format
+
              A = LODs, LOD Model ID
A = LODs, LOD Model ID
+
                  Object, 3D Object ID (Cars, complex 3d objects, etc)
      Object, 3D Object ID (Cars, complex 3d objects, etc)
+
                  Arbitrary Assign, AssignID (All other values unused)
      Arbitrary Assign, AssignID (All other values unused)
+
              B = LODs, Foundation flag (is foundation or not)
B = LODs, Foundation flag (is foundation or not)
+
                  Object, TypeFlag (0 = vehicle, 1= rear light, 2 = vehicle lights, 3 = siren, 5 = General 3d model)
      Object, TypeFlag (0 = vehicle, 1=rear light, 2 =Vehicle
+
              C = LODs, Zoom
                    lights, 3 = siren, 5 = General 3d model)
+
                  Object, unused
C = LODs, Zoom
+
              D = LODs, Rotation
      Object, Unused
+
                  Object, unused
D = LODs, Rotation
+
              E = LODs, unused
      Object, Unused
+
                  Object, Secondary Typeflag (as main type flag)
E = LODs, Unused
+
            0xAABBCCDE - 3D Networks
      Object, Secondary Typeflag (as main type flag)
+
              A = Network Type (02 highway, 08 Light rail)
0xAABBCCDE - 3d Networks
+
              B = Highway, Piece Class (00 Single or 01 Intersection)
A = Network Type (02 highway, 08 LTrail)
+
                  El Rail/Light Rail, Piece ID
B = Highway, Piece Class (00 Single or 01 Intersection)
+
              C = Highway, Piece ID
      El/Light, Piece ID
+
                  El Rail/Light Rail, Underlying Network Piece ID
C = Highway, Piece ID
+
              D = Highway, SubID (for things like Clovers, the part of the clover)
      El/Light, Underlying Network Piece ID
+
                  El Rail/Light Rail, Where used, the SubID as above
D = Highway, SubID (for things like Clovers, the part of the clover)
+
              E = Highway, Zoom of Underlying Network Piece
      El/Light, Where used, the SubID as above
+
                  El Rail/Light Rail, Zoom of Piece
E = Highway, Zoom of Underlying Network Piece
+
            0xAAAABBCD - Advisors, Fauna
      El/Light, Zoom of Piece
+
              A = Fauna, Fauna Family ID
0xAAAABBCD - Advisors, Fauna
+
                  Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20)
A = Fauna, Fauna Family ID
+
              B = Fauna, Model State
      Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20)
+
                  Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions)
B = Fauna, Model State
+
              C = Fauna, Use Seperate Alpha? Flag (0,1)
      Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions)
+
                  Advisor, Advisor Number
C = Fauna, Use Seperate Alpha? Flag (0,1)
+
              D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal)
      Advisor, Advisor Number
+
                  Advisor, Advisor Mood
D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal)
+
            0xAAAABBCC - UDI, Disaster, Simple 3D model
      Advisor, Advisor Mood
+
              A = Family ID
0xAAAABBCC - UDI, disaster, model
+
              B = UDI, State
A = Family ID
+
                  Disaster, Disaster ID
B = UDI, State
+
                  Simple 3d Model, Model Class
      Disaster, Disaster ID
+
              C = Model ID
      Simple 3d Model, Model Class
+
<gen> - Computer specific BAT Generated S3D model
C = Model ID
+
            0xAAAABCD0
<gen> - Computer specific BAT Generated S3D model
+
              A = <mGEN>
0xAAAABCD0
+
              B = Foundation flag
A = <mGEN>
+
              C = Zoom
B = Foundation flag
+
              D = Rotation
C = Zoom
 
D = Rotation
 
  
SC4Path
+
'''SC4Path'''
--
+
69668828 - Textured Networks Paths
69668828 - Textured Networks Paths
+
            0xAABBCCDD
0xAABBCCDD
+
              A = Main Network Type
A = Main Network Type
+
              B = Path Family (For roads, 01 = straight to diagonal intersection, 02 = odd cross)
B = Path Family (For roads, 01= str to dia intersection,02= odd cross)
+
              C = Network Piece ID
C = Network Piece ID
+
              D = Unused, for Textures
D = Unused, for Textures
+
a966883f - 3D Networks Paths
a966883f - 3D Networks Paths
+
            0xAABBCCDE
0xAABBCCDE
+
              A = Main Network Type
A = Main Network Type
+
              B = Path Family
B = Path Family
+
              C = Network Piece ID
C = Network Piece ID
+
              D = For Construct sections, the part of the construct network section
D = For Construct sections, the part of the construct network section
+
              E = Unused, for Textures where applicable
E = Unused. For Textures where applicable.
+
            0xAAAABCCC (for paths on lots)
0xAAAABCCC (for paths on lots)
+
              A = Building Family ID
A = Building Family ID
+
              B = Foundation Flag (only used once in paths)
B = Foundation Flag (only used once in paths)
+
              C = Unused, for S3D LOD files
C = Unused. For s3d LOD files  
 
  
TRK
+
'''String'''
--
+
55555555 - String Texts
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = String Family  
B = TRK Family
+
              C = String ID
C = TRK File ID
 
2a4d193d - Query Sounds
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = TRK Family
 
C = TRK File ID
 
aa4d1920 - Activate Sounds & Audio LoopID's & Ambience Decayed & HLS Entries
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = TRK Family
 
C = TRK File ID
 
aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = TRK Family
 
C = TRK File ID
 
ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = TRK Family
 
C = TRK File ID
 
ca4d1948 - Occupant Instance Sounds
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = TRK Family
 
C = TRK File ID
 
ea4d192a - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
 
0xABBBBCCC
 
A = Even ID 0-E
 
B = TRK Family  
 
C = TRK File ID
 
  
Corrupt
+
'''TRK'''
--
+
2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
a8fbd372 - Corrupt Building Lot Exemplar
+
            0xABBBBCCC
Instance as per file.
+
              A = Even number, 0-E
 +
              B = TRK Family
 +
              C = TRK File ID
 +
 +
The following Group ID's all use the same Instance Format described above:
 +
2a4d193d - Query Sounds
 +
aa4d1920 - Activate Sounds, Audio Loop ID's, Ambience Decayed, and HLS Entries
 +
aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects
 +
ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects
 +
ca4d1948 - Occupant Instance Sounds
 +
ea4d192a - Fireworks, Riots, Children, Anger, Demo, Crime, Construction, Jet Effects
  
UI
+
'''UI'''
--
+
08000600 - Main SC4 Interface
08000600 - Main SC4 Interface
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = UI Family (9923 = Main Menu Secondary Menu Bitmaps)
B = UI Family (9923 = Main Menu Secondary Menu Bitmaps)
+
              C = UI ID
C = UI ID
+
96a006b0 - All Game Interfaces except the main interface
96a006b0 - All Game Interfaces Minus the main interface
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even ID 0-E
A = Even ID 0-E
+
              B = UI Family (c1d7 = UDI Control Windows)
B = UI Family (c1d7 = UDI Control Windows)
+
              C = UI ID
C = UI ID
+
1d6962cf - SC4 Vanilla Internal Tool Interfaces
1d6962cf - SC4 Vanilla Internal Tool Interfaces
+
            0xAAABBBBB
0xAAABBBBB
+
              A = UI group. 'ace' is standard
A = UI group. 'ace' is standard
+
              B = Incremental ID starting from 0 as needed
B = Incremental ID starting from 0 as needed
+
cb6b7601 - Lot Editor UI's
cb6b7601 - Lot Editor UI's
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Even number, 0-E
A = Even ID 0-E
+
              B = UI Family  
B = UI Family  
+
              C = UI ID
C = UI ID
 
  
String
+
'''WAV'''
--
+
0a4d1926 - School bell and fire engine
55555555 - String Texts
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Family ID of Sound. Sound groupings.
A = Even ID 0-E
+
              B = Sound Group for this Family (i.e. subway, farm)
B = String Family  
+
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
C = String ID
+
6a4d193a - Fire and Obliterate Sounds
 +
            0xABBBBCCC
 +
              A = Family ID of Sound. Sound groupings.
 +
              B = Sound Group for this Family (i.e. subway, farm)
 +
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
  
WAV
+
'''XA'''
--
+
0a4d1926 - Activate Sounds & Audio Loop ID
0a4d1926 - SchoolBell & Fire engine
+
            0xABBBBCCC
0xABBBBCCC
+
              A = Family ID of Sound. Sound groupings.
A = Family ID of Sound. Sound groupings.
+
              B = Sound Group for this Family (i.e. subway, farm)
B = Sound Group for this Family (ie subway, farm)
+
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
C = Sound ID for this Group (ie loud subway, soft, etc)
+
6a4d193a - Fire and Obliterate Sounds
+
The following Group ID's all use the same Instance Format described above:
0xABBBBCCC
+
0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
A = Family ID of Sound. Sound groupings.
+
0a627909 - Residential Bad Night Small/Medium
B = Sound Group for this Family (ie subway, farm)
+
2a4d1940 - Query Sounds
C = Sound ID for this Group (ie loud subway, soft, etc)
+
2a6278ee - Residential Bad Day Large
 
+
4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects
XA
+
6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
--
+
8a627912 - Residential Good Day Small/Medium $$$
0a4d1926 - Activate Sounds & Audio LoopID
+
aa4d1933 - Fireworks, Construction, Sims, UDI, Aliens, Crowds, Animals Effects
0xABBBBCCC
+
aa4d194b - Occupant Instance Sounds
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
0a627909 - Residential Bad Night Small/Medium
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
2a4d1940 - Query Sounds
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
2a6278ee - Residential Bad Day Large
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
8a627912 - Residential Good Day Small/Medium $$$
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
aa4d1933 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
aa4d194b - Occupant Instance Sounds
 
0xABBBBCCC
 
A = Family ID of Sound. Sound groupings.
 
B = Sound Group for this Family (ie subway, farm)
 
C = Sound ID for this Group (ie loud subway, soft, etc)
 
 
 
BSPEC
 
--
 
aa5bcf57 - Bridge Specification Rules
 
0xA000B0CC
 
A = Is the Rule a Bridge Specification (1)
 
B = Is the Rule a complex rule. (0)
 
C = Incremental Hardcoded ID Starting at 1
 
 
 
Config
 
--
 
a9dd6e06-49dd6e08 TG - Simcity Configuration File
 
0x0000000A
 
A = Config File Number. Only config file 1 currently exists.
 
  
XML
+
'''XML'''
--
+
<gen> - Computer specific Lot Description XML file
<gen> - Computer specific Lot Description XML file
+
            0xAAAAAAAA  
0xAAAAAAAA  
+
              A = Same as applicable parent file for each of .SC4model, Lot, Desc
A = Same as applicable parent file for each of .SC4model,lot,desc
+
                  For example, Model = main S3D, Lot = main exemplar, Desc = main exemplar
      IE model = main s3d. lot = main exemplar, desc = main exemplar
 
  
 
===<GEN> and <mGEN>===
 
===<GEN> and <mGEN>===
Generated IDs <GEN>, <mGEN> are specific per computer and designated at the time of the tools install. The two ids generated are the model id, which is the first 2 bytes of the instance of models and textures, and the groupid <GEN> which is the custom GID for the models, textures, exemplars, xml's and pictures. Its purpose is to add yet another random factor to building design so that buildings don't conflict (due to the fact that the instances follow standard naming). It is designated in the following way. A Huge random number over 2^29 DWORD is overlayed with a | bitflag by a DWORD of timestamp starting around 1997 (The time EA bought maxis). The generated model id <mGEN> is an incremental number that represents the Building Family ID. It starts at 0001.
+
'''<GEN>''' and '''<mGEN>''' are generated ID's that are specific and unique to a computer and are designated at the time that particular modding tools are installed. The Model ID <mGEN> is the first 2 bytes of the Instance ID of models and textures.  The Group ID <GEN> is the custom GID for the models, textures, exemplars, xml's and pictures created on that particular computer. Its purpose is to add yet another random factor to building design so that buildings don't conflict (due to the fact that the TGI's follow standard naming). The <GEN> is designated using the following method: a huge random number over 2^29 DWORD is overlayed with a bit flag by a DWORD of timestamp starting around 1997 (the time EA bought Maxis). The generated Model ID <mGEN> is an incremental number that represents the building Family ID. It starts at 0001.
  
A Note on 1 character Family, "Even" or Group IDs as seen in various instances. These appear to be used sometimes specifically, however they go from 0 to E and often appear randomly chosen as a way to vary the instances more.
+
A note on 1 character Family, "Even" or Group IDs as seen in various instances. These appear to be used some times specifically, however they go from 0 to E and often appear randomly chosen as a way to vary the instances more.
  
 
[[Category:Modding]]
 
[[Category:Modding]]
 
[[Category:MTS2]]
 
[[Category:MTS2]]

Latest revision as of 22:40, 3 August 2019

This is a list of all SimCity 4 Group IDs (GID) and the formats of their respective Instance IDs (IID) for each Group. To find a specific file type or Group ID, do a find inside this page and it should turn up unless it is a Group ID that is still unknown, or comes from a custom Lot or BAT. The reason custom Lots and BATs will not show up here is that the programs used to create these files generate custom Group ID's that are unique to the computer that generated the file, and uses this GID for these items. Consequently, there are as many Group ID's for Lots and BATs as there are content creators, and it would be impractical to list them here. However, those file types that support custom Group ID's will have an entry on this page indicating which custom GID they use. For information about these custom GID's, see the <GEN> and <mGEN> entries at the end of the page.

Format for GID/IID Entries

File Type

<GID> - <Group Name>
        <instance in format 0xAABBBfCD>
         AA=blah
         BB=blah
         C=blah
         D=blah
  • Characters in the range of A-H are used to show variables that any IID fills. For example, AA for a given IID may be f3,a3,01,00, or any other 2 characters, and so forth.
  • A Lowercase letter or a number shows something that doesn't change.
  • Some IIDs have a value of 12345678. These predate the use of IID specs by Maxis, and are just placeholders. An Exemplar may have an IID of 00000005. This is a test ID used for automata or Sims. It can also be used for other things however.

Specification

A - D

AB

8a5971c5 - UDI Sounds
           0xABBBBCCC
              A = Even number, 0-E
              B = Sound Group Family
              C = Sound Group ID

AE

8a5971c5 - UDI Data
           0xABBBBCCC
              A = Even number, 0-E
              B = Data Family
              C = Data File ID

ATC

2a2458f9 - Props Animation Collections
           0xAABB0000
              A = The animation type (light, sport, etc.)
              B = Animation for that type
49a593e7 - Non-prop Animation Collections
           0xAAABBB00
              A = What Sim/Animation this is for
              B = Action State of this Sim (same for each Sim/Animation)		
                   For example:
                   013 - Protestor holding up sign
                   018 - Protestor with loud speaker

AVP

2a2458f9 - Props Single Animation 
           0xAAAA000B
              A = Instance data from ATC file
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)
49a593e7 - Non-Prop Single Animation
           0xAAAAAA0B
              A = Instance data from ATC file
              B = Zoom Cycle (starting from 0 upwards at furthest seen zoom)

BMP

6a1eed2c - Region tile layout bitmaps
           0xAABBBCCC
              A = Bitmap Family ID
              B = Image Class ID
              C = Incremental Bitmap ID
1d6962cf - SC4 Vanilla Internal Tool Bitmaps
           0xABBBBCDD
              A = Main Bitmap group
              B = Bitmap Type Family
              C = Class. ex. e = Standard button maps.
              D = Incremental ID
<gen> - Computer specific BAT generated overlay picture (small)
           0xAAAA0000
              A = <mGEN>

BSPEC

aa5bcf57 - Bridge Specification Rules
           0xA000B0CC
              A = Is the Rule a Bridge Specification (1)
              B = Is the Rule a complex rule. (0)
              C = Incremental Hardcoded ID Starting at 1

Cohort

07BDDF1C - Civic and Park Building Parents
           0xABBBBCCC (Automata Layer Cohorts)
              A = Even number, 0-E 
              B = Cohort Family
              C = Cohort ID
           0x0000000A (Main Usage Cohorts)
              A = Cohort ID
096E6739 - Vehicle Type Parents
           0x0000000A (Main Vehicle Cohorts)
              A = Cohort ID
           0xABBBBCCC (Automata Layer Cohorts)
              A = Even number, 0-E 
              B = Cohort Family
              C = Automata ID
096e6817 - Watercraft Parents
           0x0000000A
              A = Cohort ID
296e680f - Aircraft Parents
           0x0000000A
              A = Cohort ID
47bddf12 - Zonable Commercial Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
67bddf0c - Zonable Residential Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
690f693f - Data view Parents
           0xABBBBCCC
              A = Even number, 0-E 
              B = Data Family
              C = Cohort ID
6a297266 - MySim Parent
           0x0000000A
              A = MySim Cohort ID
7a4a8458 - Clouds Parent
           0x0000000A
              A = Tuning Cohort ID	
a7bddf17 - Zonable Industrial Building Parents
           0xA00000BB
              A = Cohort Zone (if 0, main cohort)
              B = Cohort ID
a8fbd372 - Building Foundations
           0xABBBBCCC
              A = Even number, 0-E 
              B = Foundation Family
              C = Foundation ID
c96e6806 - Crime Simulator
           0x0000000A (Main Sim Affectors)
              A = Incremental Affector ID
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Sim Family
              C = Sim ID
ca25875d - Ambience Layer
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Ambience Family
              C = Ambience Type ID
ca386e22 - Landmark Parent
           0xABBBBCCC (Sim Cohorts)
              A = Even number, 0-E 
              B = Landmark Cohort Family
              C = Cohort ID

Config

49dd6e08 - SimCity Configuration File (.cfg)
           0x0000000A
              A = Config File Number. Only config file 1 currently exists.

Corrupt

a8fbd372 - Corrupt Building Lot Exemplar
           Instance as per file.

Cursor

00000001 - Black & White Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000004 - 4bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000008 - 8bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.
00000032 - 32bit Cursors
           0xAAAAABBB
              A = Main Cursor type (same for each bit depth)
                Types are randomly chosen and are hardcoded
              B = Incremental Cursor Identifier (same for each bit depth)
                Identifiers are randomly chosen but usually increment
                  In integers sequentially, for example: 770 = northeast, 771 = east.

DBPF

6a5b7b57 - DBPF Data files
           0xAAAABBBB
              A = Family ID (usually existing) Has no purpose towards function
              B = Unique ID
                These IIDs are hardcoded. The reason for picking an existing
                  Family ID in most cases is probably just for convenience.

DIR

e86b1eef - Compressed File Directory
           0x286b1f03 - Instance code for DBPF Directory.

E - K

Effect Dir

ea5118b1 - Effect Resource Tree
           0xAAAAAAAA
              A = Normally an incremental number from 0 upward, but with the Airforce plugin, Maxis randomly generated one.

Exemplar

07BDDF1C - Exemplar - Civic and Park Buildings
           0xAAAABBBB
              A = Civic, Building Family
              B = Civic, Unused, for S3d Files
           0xABBBBCCC
              A = Even number, 0-E
              B = Park Family
              C = Park ID
084344E0 - Exemplar - Network Placement Tuning Parameters
           0xABBBBCCC
              A = Even number, 0-E
              B = Tuning Family
              C = Exemplar ID
088E1962 - Exemplar - Power Poles
           0xAA000BBB
              A = Network Type
              B = Pole Model ID
096E6739 - Exemplar - Land Vehicle Types
           0xAAAABBBB
              A = Vehicle ID
              B = Unused, for S3D's
           0xABBBBCCC (rarely used backup format)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
096E6817 - Exemplar - Water Vehicle Types
           0xAAAABBBB
              A = Vehicle ID
              B = Unused, for S3D's
           0xABBBBCCC (rarely used backup format)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
2821ED93 - Exemplar - Bridge Pieces Network Part Assignment
           0xAAAABBBB
              A = Bridge Pieces, Piece ID
                  Light Map, unused
              B = Bridge Pieces, unused, For S3D
                  Light Map, Piece ID
296E680F - Exemplar - Air Vehicle Types
           0xAAAABBBB
              A = Vehicle ID
              B = Unused, for S3D's
           0xAAAAAAAA (test exemplar)
              A = An S3D model.
2989FD57 - Construction Properties
           0xABBBBCCC (rarely used. backup format)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
29B6C670 - Exemplar - Disasters
           0x0000000A
              A = Incremental disaster ID
           0xABBBBCCC (Rush Hour Disasters)
              A = Even number, 0-E 
              B = Family
              C = Exemplar ID
2A3858E4 - Exemplar - Menu Items
           0x00000AAA
              A = Menu Item ID
           0xAAAABBBB (Intersections)
              A = Intersection Family
              B = Intersection ID
2B79DFFB - Exemplar - Light Rail Pieces
           0xAAAAAAAA (test exemplar format)
              A = An S3D model.
           0xAABBCCDE - 3d Networks
              A = Network ID
              B = Piece ID
              C = Underlying Piece ID
              D = Sub ID for complex pieces
              E = Zoom of underlying piece
47BDDF12 - Developer: Commercial
           0xAAAABBBB
              A = Building Family ID
              B = Unused, for S3D's
67BDDF0C - Developer: Residential
           0xAAAABBBB
              A = Building Family ID
              B = Unused, for S3D's
67CD5FA1 - Exemplar - Building Behavior Simulators
           0xABBBBCCC (rarely used backup format)
              A = Even number, 0-E 
              B = Zone Family
              C = Developer ID
           0x0000AABB
              A = Zone Type
              B = Wealth Type
690F693F - Exemplar - Dataview and UDrive-It Interfaces
           0xABBBBCCC
              A = Even number, 0-E 
              B = Data View Family
              C = View ID
6A01FC2A - Exemplar - God Mode Terrain Tools
           0xABBBBCCC
              A = Even number, 0-E
              B = Terrain Modification Family
              C = Visual Effect ID
6A297266 - Exemplar - MySims
           0xABBBBCCC
              A = Even number, 0-E
              B = Sim Family
              C = Sim ID
7A4A8458 - Exemplar - Tuning Parameters/Background Loaders
           0xABBBBCCC
              A = Even number, 0-E
              B = Tuning Family
              C = Tuning Table ID
88CD66E9 - Exemplar - Fluid Dynamics Properties
           0x0000000A
              A = Dynamics Type ID
8974F80F - Exemplar - Supports
           0xAABBCCDD
              A = Main Network Type
              B = Piece Family
              C = Support Piece ID
              D = Unused, for Textures
89AC5643 - Exemplar - Transit Pieces (except light rail)
           0xABBBBCCC
              A = Even number, 0-E
              B = Piece Family
              C = Piece ID
89C2A517 - Exemplar - Textures
           0x000000AA
              A = Texture ID
8A3858D8 - Exemplar - Rewards
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
A7BDDF17 - Developer: Industrial
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
           0xABBBBCCC
              A = Even number, 0-E
              B = Field Family
              C = Field ID
A82CA30F - Exemplar - Bridge Pieces Main Definition
           0xAA0000BB
              A = Network ID
              B = Bridge ID
A8434037 - Exemplar - Highway Pieces Definitions
           0xAABBCCCC
              A = Network ID
              B = Bridge Piece Family
              C = Bridge Piece ID
A8FBD372 - Exemplar - Building Lots
           0xAAAABBBB
              A = Lot Family
              B = Lot ID
           0xABBBBCCC
              A = Even number, 0-E
              B = Lot Family
              C = Lot ID
A9189CF0 - Lighting Exemplar
           0x0000000A
              A = Exemplar ID
A998D30B - Automata Tuning Exemplar
           0x0000000A
              A = Tuning Exemplar ID
A9C2C209 - Exemplar - Ordinances
           0xABBBBCCC
              A = Even number, 0-E
              B = Ordinance Family
              C = Ordinance ID
C7BB4816 - Exemplar - Demand Simulator
           0x0AAAABCD
              A = Relation Family (R, CO, ID etc. Format: 00##)
              B = Data Class (Census, Workforce, etc)
              C = Wealth
              D = Data Type (EQ1,2,3 etc.)
C8DBCCBA - Exemplar - Utility Buildings
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
C96E6806 - Exemplar - Crime Props
           0xAABB0000
              A = The animation type (light, sport, etc.)
              B = Animation for that type
           0xAAABBB00
              A = What Sim/Animation this is for
              B = Action State of this Sim (Same for each Sim/Animation)		
                    for example:
                      013 - Protestor holding up sign
                      018 - Protestor with loud speaker
           0xABBBBCCC
              A = Even number, 0-E
              B = Sim Family
              C = Sim ID
C977C536 - Exemplar - Props
           0xAAAABCCC
              A = LODs, Prop ID
                  Effect, Prop ID
              B = LODs, Foundation Flag
                  Effect, Effect number
              C = Unused, for S3D's
           0xABBBBCCC
              A = Even number, 0-E
              B = Prop Family
              C = Prop ID
CA25875D - Exemplar - Ambiance Layer Functionality
           0xABBBBCCC
              A = Even number, 0-E
              B = Layer Family
              C = Ambient ID
CA386E22 - Exemplar - Landmarks
           0xAAAABBBB
              A = Building ID
              B = Unused, for S3D's		
CA4AD545 - Exemplar - Graphs
           0x000000AA
              A = Graph ID
CB730FAC - Exemplar - Avenue Bridge Pieces Resources
           0xAAAABCCC
              A = Piece ID
              B = Section Flag (Support, or Connector)
              C = Unused, for S3D's
CBE084CB - Exemplar - One way Network Intersections & Road Tunnel
           0xAABBCC00
              A = Network ID
              B = Intersection Type
              C = Piece ID
E7E2C2DB - Exemplar - Simulators
           0xABBBBCCC
              A = Even number, 0-E
              B = Simulator Family
              C = Simulator ID
E8347989 - Exemplar - Rail & Highway Bridge Pieces Resources & Rail Tunnel
           0xAAAABCCC
              A = Piece ID
              B = Section Flag (Support, or Connector)
              C = Unused, for S3D's
E83E0437 - Exemplar - Trees
           0xAAAABBCC
              A = Flora Family
              B = Flora Type
              C = Flora ID
EA12F32C - Exemplar - Crimes
           0x000000AA
              A = Crime ID
EBE084C2 - Exemplar - 3D Transportation Pieces - Monorail/Light Rail
           0xAAAABB00
              A = Piece Family
              B = Piece ID
EBE084d1 - Exemplar - 3D Transportation Pieces - Ground Highway
           0xAAAA0000
              A = Piece ID
<gen>  - Computer specific Plugin Manager or PIM-X generated Group ID for custom content.
           0xABBBBCCC
              A = Even number, 0-E
              B = Lot Family
              C = Lot ID

FSH

0986135E - FSH - Base and Overlay Textures
           0xAAAABCDE
              A = OverLay/Base ID
              B = Wealth
              C = Descriptor (Controls State, and things like Zone Tile Part Number's)
              D = Unused, or a 0 on the end of the Descriptor. Your Choice.
              E = Zoom
1ABE787D - FSH - Building Textures/Bridge Textures/Misc Textures/Network Textures
           0xAABBCCDE - Network Textures
              A = Network ID
              B = Piece Family
              C = Piece ID
              D = Border Texture Type
              E = Zoom
           0xAAAABCDE - LODs (Buildings, Props etc.)
              A = LOD ID
              B = Light (8 or sometimes 9) Flag
              C = Zoom
              D = Rotation
              E = Texture Frame
           0xAAAABCD0 - Flora
              A = Flora ID
              B = Light (8) Flag
              C = Zoom
              D = Model Variant
           0xAAAA000B - Graffiti (1dc##### in SimCity_2.dat)
              A = Graffiti ID
              B = Graffiti Flag (Should be set to 1)
           0xABBBBCCC - Sims, Automata, Fauna, Masks, and Clouds
              A = Even number, 0-E
              B = Texture Family (a624/a478 - clouds, c35f explosions)
              C = Texture ID
           0xAAAAB00C - Construction & Materials Textures
              A = Texture Group (Construction and Material)
              B = ID of Texture
              C = Zoom
2A2458F9 - FSH - Animation Sprites for Props
           0xAABB0000
              A = The animation type (light, sport, etc)
              B = Animation for that type
2BC2759A - FSH - Transit Piece Masks
           0xAABBCCCE
              A = Network ID
              B = Piece Family
              C = Piece ID 
              D = Zoom
49A593E7 - FSH - Animation Sprites non Props
           0xAAABBB00
              A = What Sim/Animation this is for
              B = Action State of this Sim (Same for each Sim/Animation)		
                   for example:
                     013 - Protestor holding up sign
                     018 - Protestor with loud speaker
891B0E1A - FSH - Terrain & Foundation Textures/Masks/Effect Textures
           0x0000AAAA - Terrain
              A = Texture ID
           0xABBBBCCC - Masks & Effects
              A = Even number, 0-E
              B = Texture Family
              C = Texture ID
           0xAAAA000B
              A = Foundation ID
              B = Zoom
cb6b7bd9 - Lot Editor Arrow Images
           0xAABBBBCC
              A = Image Group ID
              B = Image Family ID
              C = Image ID
46A006B0 - FSH - User Interface Images
           0xAABBBCCC
              A = Main Group
              B = UI/Menu Family
              C = Image ID
<gen> - Computer specific BAT generated Texture groupid
           0xAAAABCDE
              A = <mGEN>
              B = Normal Map (0) or Lighting Map (8)
              C = Zoom
              D = Rotation
              E = FSH frame number

HIT

ca4d19e3 - HIT Audio Track Data
           0xABBBBCCC
              A = HIT Group
              B = HIT Family
              C = Unique ID
               Linked to TLO by Group ID. No Grouping. Single File.

HLS

9dbdbf74 - Sound Hitlists
           0xABBBBCCC
              A = Even number, 0-E
              B = Hitlist Family
              C = Unique ID

INI

4a87bfe8 - Font INI
           0xABBBBCCC
              A = Even number, 0-E
              B = Family ID (usually existing), has no purpose towards function
              C = Unique ID
               These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.
8a5971c5 - Terrain Mapping & Path Remapping, Sound, and Features INI
           0xABBBBCCC
              A = Even number, 0-E
              B = Family ID (usually existing) Has no purpose towards function
              C = Unique ID
               These IIDs are hardcoded. The reason for picking an existing Family ID in most cases is probably just for convenience.

JFIF/JPEG

ca133ecb - JPEG Art
           0xAaBBCCDE
              A = Main Picture Group
              B = Subgroup, for example: 5e = normal, 39 = horizontally squished
              C = Class, for example: 3e = In-game art
              D = Subclass, for example: D = RCI
              E = Picture ID
<gen> - Computer specific BAT generated overlay picture (large)
           0xAAAA0000
              A = <mGEN>

KEYCFG

6a231eaa - Accelerator Tables
           0xAAAAAABB
              A = Key Family ID
              B = Key Map Member ID

L - R

LEV and XA (XAs currently in the LEV area)

0a5bcda5 - Construction
           0xABBBBCCC
              A = Family ID of Sound. Sound groupings. Char 0-F
               May change in an LEV/XA group
              B = Sound Group for this Family (i.e. subway, farm)
               May change for files in an LEV
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
               For LEVs, this is usually higher than the last sound for that Group

The following Group ID's all use the same Instance Format described above:
0a627909 - Residential Bad Night Small/Medium
2a398e45 - Nature Night
2a6278ee - Residential Bad Day Large
4a392cff - Industrial Clean Bad
4a398e40 - Nature Day
4a42c073 - Traffic Midtown/Medium
4a54e37f - Pipe View
4a54e387 - Subway View
4a5e6ac5 - High Crime
4a5e7be3 - Farm Buildings
4a60ce67 - Farm Fields
4a627900 - Residential Bad Night Large
8a398e3c - Industrial Dirty Good
8a42b774 - Traffic Downtown
8a60ce80 - Traffic Street
8a60cf62 - Zoo
8a627912 - Residential Good Day Small/Medium $$$
aa39ba06 - Garbage
aa60ce7d - Traffic Road Light
ca398e36 - Industrial Dirty Bad
ca398e4a - Wind Zoom 1&2
ca62790f - Residential Good Day Small/Medium
ca88cc85 - Abandoned
ea39ba3e - Water
ea5e6ac2 - Traffic Jam
ea60ce77 - Traffic Highway
ea6278fd - Residential Bad Day Small/Medium
ea62790c - Residential Good Day
ea627915 - Residential Good Night Small/Medium
ea627918 - Zoom 3 City
ea62791b - Wind Zoom 3
ea398e29 - Industrial Clean Good

LogicObject

ca4d19e3 - Track Logic Object (TLO)
           0xABBBBCCC
              A = Logic Object Associated Group
              B = Logic Object Associated Family ID
              C = TLO Unique ID

Lot Data (LD or LDAT)

6be74c60 - Exchange Data for Lot
           0x0000000A
              A = 1. A hardcoded value for each lot file declaring the exchange file

LTEXT LTEXT files in plugins have incremental GID's to signify different languages to the .exe.

EA5524EB - LTEXT - Misc. Item Names/Descriptions
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
EA231E96 - LTEXT - Misc. Texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
CA554B03 - LTEXT - Popup window HTML texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
8A635D24 - LTEXT - Audio file name to description texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
8A5E03EC - LTEXT - Disaster texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
8A4924F3 - LTEXT - About SC4 window HTML text
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
6A554AFD - LTEXT - Misc. Item Names/Descriptions
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
6A3FF01C - LTEXT - Game UI Texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
6A231EAA - LTEXT - Interactivity Feature Texts (MySim, UDriveIt, etc.)
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
6A231EA4 - LTEXT - News ticker message texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
4A5E093C - LTEXT - Terrain tool texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
4A5CB171 - LTEXT - Funny random city loading message texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
2A592FD1 - LTEXT - Item plop/draw notification texts
           0xA00000BB
              A = Text Type (A = intersection draws, F = Failed draws, and Tips)
              B = Text ID
0A554AF5 - LTEXT - Audio UI Panel texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
0A554AE8 - LTEXT - General UI texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
0A554AE0 - LTEXT - Item visible name and description texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
0A419226 - LTEXT - In game error texts
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
6a4eb3f7 - LTEXT - Population Text
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID
EAFCB180 - LTEXT - Plugin Install Text
           0xABBBBCCC
              A = Even number, 0-E
              B = Text Family
              C = Text ID

6a231eaa - De-Localizer - used to avoid language localization.
           Located in the same Group as LTEXTs, but not actually text.
           0a6df4df - IID for De-Localizer

LUA

4A5E8EF6 - LUA - Missions, Advisors, Tutorials and Packaging files)
           0xAABBBBBB
              A = ff. The code for LUA script.
              B = 24 bit Hash for use in Dofiles
4A5E8F3F - LUA - Generators, Attractors, Repulsors, and System LUAs
           0xAABBBBBB
              A = ff. The code for LUA script.
              B = 24 bit Hash for use in Dofiles

MAD

00000001 - Movie Files
           0xAAAAAAAA
              Incremental ID. Hardcoded for main dats.

PNG

00000001 - PNG - Main Button Images
           0xAABBBCCC
              A = Main Group (13 = Bottom UI, 14 = Everything Else)
              B = UI/Menu Family
              C = Image ID
1ABE787D - PNG - User Interface (Button and Menu States, Query edges, States)
           0xAABBBCCC
              A = Main Group
              B = UI/Menu Family
              C = Image ID
22DEC92D - PNG - Built-In Tools User Interface
           0x0000AAAA
              A = Image ID (000#, 100#, 200#, and 300# series are used)
46A006B0 - PNG - UI Images (UDriveIt, Main Interface, MySim)
           0xAABBBCCC
              A = Main Group
              B = UI/Menu Family
              C = Image ID
4C06F888 - PNG - UDriveIt Icons
           0xAAAABB00
              A = Main ID (Either the vehicle or Sim the icon is concerned with)
              B = Transport ID (What vehicle or device is transporting the Sim)
6A1EED2C - Region View City Tiles
           0xAABBBCCC
              A = Tile Size
              B = Image Class (231 is Tile Maps)
              C = Image ID (For Tilemaps: Water, Land, Overlay)
6A386D26 - PNG - Menu Building Icons, Bridges, Overlays
           0xABBBBCCC - Menu images
              A = Image Grouping.
              B = Image Menu Family (Parks, Civic, etc.)
              C = Image Button ID (The specific ID of this Buildings Image)
           0xAA0000BB - Bridge Icons
              A = Network ID
              B = Bridge ID
           0x0000AAAA - Pinkscreen box overlay
              A = Arbitrary Image ID. Only used for a 'pinkscreen' image.
8b6b7857 - Lot Editor PNG Images
           0xAABBBBCC
              A = Image Group (Kind of image)
              B = Image Family (Where image will be used)
              C = Image ID
A9179251 - PNG - Art pictures and their Overlays
           0xAABBBCCC
              A = Main Group (09 for these pics)
              B = Art Image Family
              C = Image ID
AB7E5421 - PNG - MySim Thought Bubbles and Transit Icons
           0xAABBBCCC
              A = Bubble or Icon Group (B&W, Mood, Bubble Overlay)
              B = Bubble or Icon Family (For combo groups, subgroup)
              C = Bubble or Icon ID
ebdd10a4 - PNG - Lot Pictures
           0xABBBBCCC
              A = Image Grouping.
              B = Image Family
              C = Image ID (The specific ID of this building's image)

RUL

aa5bcf57 - Network Rules
           0xA000B0CC
              A = Is the Rule a Bridge Specification (0)
              B = Is the Rule a complex rule (0)
              C = Incremental, hardcoded ID starting at 1
aa5bcf57 - Complex Network Rules
           0xA000B0CC
              A = Is the Rule a Bridge Specification (0)
              B = Is the Rule a complex rule (1)
              C = Incremental, hardcoded ID Starting at 1

S - Z

S3D

badb57f1 - Simglide 3D Model
           0xAAAABCDE - Standard Instance Format
              A = LODs, LOD Model ID
                  Object, 3D Object ID (Cars, complex 3d objects, etc)
                  Arbitrary Assign, AssignID (All other values unused)
              B = LODs, Foundation flag (is foundation or not)
                  Object, TypeFlag (0 = vehicle, 1= rear light, 2 = vehicle lights, 3 = siren, 5 = General 3d model)
              C = LODs, Zoom
                  Object, unused
              D = LODs, Rotation
                  Object, unused
              E = LODs, unused
                  Object, Secondary Typeflag (as main type flag)
           0xAABBCCDE - 3D Networks
              A = Network Type (02 highway, 08 Light rail)
              B = Highway, Piece Class (00 Single or 01 Intersection)
                  El Rail/Light Rail, Piece ID
              C = Highway, Piece ID
                  El Rail/Light Rail, Underlying Network Piece ID
              D = Highway, SubID (for things like Clovers, the part of the clover)
                  El Rail/Light Rail, Where used, the SubID as above
              E = Highway, Zoom of Underlying Network Piece
                  El Rail/Light Rail, Zoom of Piece
           0xAAAABBCD - Advisors, Fauna
              A = Fauna, Fauna Family ID
                  Advisor, Advisor Class ID (2a42) or Mission ADV Classid (ec20)
              B = Fauna, Model State
                  Advisor, Normal (b5) or Llama (b6) or DrVu (24, for missions)
              C = Fauna, Use Seperate Alpha? Flag (0,1)
                  Advisor, Advisor Number
              D = Fauna, Map if Seperation flag is on (2 = alpha, 4 = normal)
                  Advisor, Advisor Mood
           0xAAAABBCC - UDI, Disaster, Simple 3D model
              A = Family ID
              B = UDI, State
                  Disaster, Disaster ID
                  Simple 3d Model, Model Class
              C = Model ID
<gen> - Computer specific BAT Generated S3D model
           0xAAAABCD0
              A = <mGEN>
              B = Foundation flag
              C = Zoom
              D = Rotation

SC4Path

69668828 - Textured Networks Paths
           0xAABBCCDD
              A = Main Network Type
              B = Path Family (For roads, 01 = straight to diagonal intersection, 02 = odd cross)
              C = Network Piece ID
              D = Unused, for Textures
a966883f - 3D Networks Paths
           0xAABBCCDE
              A = Main Network Type
              B = Path Family
              C = Network Piece ID
              D = For Construct sections, the part of the construct network section
              E = Unused, for Textures where applicable
           0xAAAABCCC (for paths on lots)
              A = Building Family ID
              B = Foundation Flag (only used once in paths)
              C = Unused, for S3D LOD files

String

55555555 - String Texts
           0xABBBBCCC
              A = Even number, 0-E	
              B = String Family 
              C = String ID

TRK

2a4d1937 - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
           0xABBBBCCC
              A = Even number, 0-E
              B = TRK Family 
              C = TRK File ID

The following Group ID's all use the same Instance Format described above:
2a4d193d - Query Sounds
aa4d1920 - Activate Sounds, Audio Loop ID's, Ambience Decayed, and HLS Entries
aa4d1930 - Fireworks, Construction, Sims, UDI, Alien, Crowds, Animals Effects
ca4d1943 - UI Button Click & Plop Sounds & Wire,Fire, and Tools Effects
ca4d1948 - Occupant Instance Sounds
ea4d192a - Fireworks, Riots, Children, Anger, Demo, Crime, Construction, Jet Effects

UI

08000600 - Main SC4 Interface
           0xABBBBCCC
              A = Even number, 0-E	
              B = UI Family (9923 = Main Menu Secondary Menu Bitmaps)
              C = UI ID
96a006b0 - All Game Interfaces except the main interface
           0xABBBBCCC
              A = Even ID 0-E
              B = UI Family (c1d7 = UDI Control Windows)
              C = UI ID
1d6962cf - SC4 Vanilla Internal Tool Interfaces
           0xAAABBBBB
              A = UI group. 'ace' is standard
              B = Incremental ID starting from 0 as needed
cb6b7601 - Lot Editor UI's
           0xABBBBCCC
              A = Even number, 0-E	
              B = UI Family 
              C = UI ID

WAV

0a4d1926 - School bell and fire engine
           0xABBBBCCC
              A = Family ID of Sound. Sound groupings.
              B = Sound Group for this Family (i.e. subway, farm)
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)
6a4d193a - Fire and Obliterate Sounds
           0xABBBBCCC
              A = Family ID of Sound. Sound groupings.
              B = Sound Group for this Family (i.e. subway, farm)
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)

XA

0a4d1926 - Activate Sounds & Audio Loop ID
           0xABBBBCCC
              A = Family ID of Sound. Sound groupings.
              B = Sound Group for this Family (i.e. subway, farm)
              C = Sound ID for this Group (i.e. loud subway, soft, etc.)

The following Group ID's all use the same Instance Format described above:
0a4d192d - Fireworks,Riots, Children, Anger, Demo, Crime,Construction, Jet Effects
0a627909 - Residential Bad Night Small/Medium
2a4d1940 - Query Sounds
2a6278ee - Residential Bad Day Large
4a4d1946 - Plop & Button Click & Ambience Decay & Wire,Fire and Tools Effects
6a4d193a - Disaster, Destruction, Siren, Splash, Low Pitch Ambient Effect Sounds
8a627912 - Residential Good Day Small/Medium $$$
aa4d1933 - Fireworks, Construction, Sims, UDI, Aliens, Crowds, Animals Effects
aa4d194b - Occupant Instance Sounds

XML

<gen> - Computer specific Lot Description XML file
           0xAAAAAAAA 
              A = Same as applicable parent file for each of .SC4model, Lot, Desc
                  For example, Model = main S3D, Lot = main exemplar, Desc = main exemplar

<GEN> and <mGEN>

<GEN> and <mGEN> are generated ID's that are specific and unique to a computer and are designated at the time that particular modding tools are installed. The Model ID <mGEN> is the first 2 bytes of the Instance ID of models and textures. The Group ID <GEN> is the custom GID for the models, textures, exemplars, xml's and pictures created on that particular computer. Its purpose is to add yet another random factor to building design so that buildings don't conflict (due to the fact that the TGI's follow standard naming). The <GEN> is designated using the following method: a huge random number over 2^29 DWORD is overlayed with a bit flag by a DWORD of timestamp starting around 1997 (the time EA bought Maxis). The generated Model ID <mGEN> is an incremental number that represents the building Family ID. It starts at 0001.

A note on 1 character Family, "Even" or Group IDs as seen in various instances. These appear to be used some times specifically, however they go from 0 to E and often appear randomly chosen as a way to vary the instances more.